hexblade weapon ideas

20th level is a bit dry, unfortunately. In addition, each time your new ghost friend hits someone, they have a small chance of losing 3d6+5 hit points for the rest of the day. I choose a component pouch because a Verdan would love to explore what components create what effects. You want to make as many attack rolls as possible while this is running, so at high levels this will frequently work best when combined with Eldritch Blast since Warlocks can't get more than three attacks (assuming Thirsting Blade and either two-weapon fighting or Crossbow Expert). The influence of your patron also allows you to mystically channel your will through a particular weapon. More interesting is the bonus to attack and damage. You might enjoy Athletics or Acrobatics to help escape grapples, but beyond that my Warlock Handbook provides advice for how to handle skills. You’ll probably be boosting it to +8 or +9 by the time this is super relevant, which is insane at level 6. Magic weapon name generator . The Hexblade is the only Patron truly capable of unleashing Warlocks onto the frontlines. They even hint that the Raven Queen might the the entity behind these weapons, and that she's the one the Hexblade actually makes their Pact with. Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. Dragonmarked ElfERLW: Dragonmark traits replace your subrace. Also keep in mind that Hex Warrior doesn't allow your touched weapon to have the Two-Handed property, so if you want to use a two-handed weapon you'll definitely need Pact of the Blade. Retrain Fiendish Vigor ->Improved Pact Weapon. That’s far from nothing, and there are plenty of ways to abuse such a potent skill. AasimarEGtW: See above under the general Races section. But, thanks to Hex Warrior, the Warlock can use the pure power of their personality to maul their opponents. I wished so hard for the racial history I didn’t have that I instead went and got a timeless patron. Losing 10 feet of movement speed is really rough! For a better experience, please enable JavaScript in your browser before proceeding. Nothing interesting at this level, but Counterspell is an excellent way of shutting down casters trying to keep your sword away from them. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. All you know is that whatever gave it to you will want a favor in return and you shudder to think what happens if you renege on your end of the deal" Pretty much, it allows you to hook the player into any subquest you want,for fear that its sent by the patron rather than just a normal subquest. Ex-Hexblades. My character is a troubleshooter sent to make new contracts and punish people who break deals. Make it afraid of you and leave it in the corner. WarforgedERLW: The flexible ability increase goes into Charisma, and the Warforged's other traits will make you more durable than a typical sorcerer before considering spells. Blur loses some of the niche protections against the handful of creature types covered but you really want that disadvantage on being attacked to apply to everything. TabaxiVGTM: The double dash and climb speeds make this race extremely attractive even if you don’t really need the dexterity. If you don’t want to banish them, then Branding Smite’s 5d6 might be a better option, or Staggering’s debuff. TortleEGtW: See above under the general Races section. Check out our Triton Names Guide for examples and naming conventions. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. Foresight. Your GM can roll a 20 on you, and you can still avoid getting completely decimated by a crit if you roll a 4 on a d6. Go wild. DragonbornPHB: You don’t need the strength as a Hexblade, but the other benefits are nice. And Cone of Cold is good for Warlocks, a class without great Area of Effect options. Dragonmarked Half-OrcERLW: Dragonmark traits replace ALL of your racial traits.

They have Cast Elemental Weapon (a Hexblade spell) with a 5th level slot. You don’t really need the bonus range on touch spells, either; you want to be within one Move Action from enemies, even if you go Eldritch Blast. AasimarVGTM: The charisma increase and damage resistances are fantastic. A warforged with Mage Armor would have an AC of 14+Dex totally unequipped, allowing you to meet the AC of characters in light armor and a shield. HumanMOoT: See above under the general Races section. You also become essentially immune to disarm attempts, can always have a potent weapon by your side, get Thirsting Blade for the Extra attack feature, and Lifedrinker. Notice that this doesn’t take a reaction, or a bonus action, or even requiring you to defeat the creature yourself. Hit 20 Charisma at 4th level, then you've got the rest of your character's career to explore feats or increase other abilities. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. This benefit lasts until you finish a long rest. Now… Usually, Melee Warlocks need to dedicate themselves to Dexterity or Strength. They are all fairly solid, and you can always replace old Warlock spells with new ones. Simic HybridGGTR: The constitution increase is helpful, especially if you're considering Hexblade. It has some of the best scaling in the game. TritonMOoT: See above under the general Races section.

Between this and your fey you have a surprising amount of utility for someone who swings a big heckin sword. It’s one of the few ways to get your Critical Hits to be a roll of 19 or 20, and it has a bonus to damage that scales with your Character level. Otherwise, try to invest in the +2 Dexterity to boost your armor while in Medium plate. HumanPHB: Versatile and fantastic at everything. There are no Invocations at level 9 we really care about as a Hexblade so feel free to Levitate yourself instead or really whatever suits your fancy. That can scout and deal damage for you. We will assume the point buy abilities suggested above. A company based in the Shadowfel with a mysterious CEO that makes magical arms and armor. We take cone of cold for Area of Effect because it’s the one thing we can’t really do right now. Branding Smite can scale from 2nd to 5ht level spell slots, which is good for when you only need damage, without the utility options of the others. So now your playstyle radically changes. Yeah, how often are these guys talked about?

Held in the not-often-used Acquisitions Incorporated, the Verdan are an intelligently-created race of almost goblinoids with +2 Charisma, +1 Constitution; Perfection. I’d suggest picking up at least Staggering and Banishing, though all four are solid. Also, consider Hexblade for a multiclass if you’ve got a lot of Charisma and also want to swing a sword.

Dragonborn: Wildemount presents two new Dragonborn variants, each replacing the standard Dragonborn's ability score increases and damage resistance. That's really it. If your goal is to stand in front of your squishy allies in a unique but potent way, consider the Hexblade. At this level, you've got one spell slot and you've got Hexblade's Curse, and managing those two resources until you reach a short rest is crucial. And it scales well with Warlock levels, which can be nice. Because your spell slots work differently from other spellcasters, spells which scale when they're cast with a higher-level spell slot can often be good options even though other spells on a specific dragonmark's spell list aren't interesting. HalflingPHB: The Dexterity lets you shift some of your starting pool to bolster a dumped save stat like wisdom or take some Int if you’re picking up a knowledge skill, and everyone loves Lucky. A lot of them are Smites, which means they’re safe to stop concentrating on after the damage is delivered (unless you want that debuff!). Only Blade Pact Warlocks actually need weapons, which means that only Hexblades should be using them.

Sadly, other than small boosts to your Charisma, you can’t scale this up much more. These pacts all have synergies with the Hexblade, but…. I was planning to play a hexblade very soon. So Xanathar's Guide to Everything is here, and with it is one of the most divisive subclasses of 5th edition: the Hexblade. Charisma is the only thing that the Warlock absolutely needs, and starting with a Charisma modifier +1 higher than anyone else in the game is a big advantage. If you need to draw a Spellcasting Focus or Material Components, it could require you to spend your item interaction on two successive turns to switch from a weapon to a focus or from a focus to a weapon. Add onto that a boost of healing during short rests, free Persuasion advantage, bonuses on Wisdom and Charisma saves, and some free telepathy, and you’ve got yourself a really cool choice. Now you can attack someone on your turn and still booming blade them if they try to walk away. That wraps up our Hexblade Warlock 5E Guide. Tired of building. KalashtarERLW: A Charisma increase, and you'll be really good at Wisdom saving throws despite not being proficient. 50% chance to miss might sound low… But it really shouldn’t. Thirsting blade is going to do some real good work for you later on when we transition to a two-hander and it’s pretty good already. Retrain Spell: Protection from Evil and Good -> Blur, Ability Score Improvement (Charisma 16 -> 18), New Eldritch Invocation: Whispers of the Grave, Retrain Spell: Wrathful Smite -> Cone of Cold, New Cantrip: Green-Flame Blade/Booming Blade, Ability Score Improvement (Charisma 18 -> 20), New Eldritch Invocation: Visions of Distant Realms. Eldritch Master lets you ask for your spell slots back once per day without completing a short rest, which saves you 59 minutes once a day. Remember if you plan on taking the Heavily Armored feat to sneak your way into Plate Mail, there’s a Strength 15 requirement. This makes the Hexblade go from a somewhat situational single-target beater with good damage potential elsewhere to an absolute beast on the battlefield. You are using an out of date browser. ElfEGtW: Wildemount elves share the core traits of core elves, but Wildemount adds two new elf subraces. Take some options from Wizard and Cleric, or maybe Druid, and you’ll be somewhat happy. The Hexblade's skill requirements are no different from that of other warlocks. Example: Thor's hammer: As a patron it wants to prepare the nine realms for Rangnarok. Con: Being in melee means you want hit points and a better chance of passing Con saves when targeted by things you’re making angry. You could theoretically do both Eldritch Blast and Melee Combat simultaneously, without needing to put anything into Strength or Dexterity!

Hexblade warlocks are an interesting subclass: they can easily be a trap because their apparent versatility can leave you wanting to have many tools at your disposal only to discover that none of them quite satisfy the way that the more specialized subclasses can. And the 2 Dexterity is not lost on a build that takes refuge in medium armor. It may not display this or other websites correctly. That’s pretty neat. For full race coverage, please see my Warlock Handbook. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.


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